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Overview ¶
This page is for users that are familiar with Substance 3D Designer™ and want to accomplish similar tasks in Houdini using Copernicus (COP). Though this page outlines differences between Substance 3D Designer and Copernicus, both have a dynamic, horizontal network that uses wires to connect nodes.
Mac
Use ⌘ instead of ⌃ Ctrl. See MacOS notes for more macOS specifics.
Concepts ¶
In Houdini, you add, connect, and organize Copernicus nodes in the Network editor. You can then configure a selected node’s values in the Parameter editor. Use the flags on COP nodes to control what’s output in the Viewers. There are multiple ways to view your output in the Scene and Composite Viewers, so see Viewing your output for more information.
Substance 3D Designer |
Copernicus |
|---|---|
Package |
A new Houdini instance loads as a .hip file. Instead of a package divided into elements, the Network editor lets you set up multiple subnetworks. Houdini uses recipes and shelf tools instead of package templates. |
Nodes |
Houdini networks are like a computer’s file system, where networks are like folders and nodes are like files. Nodes can also be subnetworks that contain other nodes. You can also reference nodes and their parameters in your networks. |
Project |
A Houdini Digital Asset (HDA) is similar to a project made up of .SBS files in Substance 3D Designer. |
Explorer panel |
The network’s hierarchy appears above the Operation toolbar and Network editor. You can also view this information in the Tree View pane. |
Main toolbar |
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Properties panel |
Node-specific parameters appear in the Parameter editor of the node. Values considered Attributes parameters in Substance 3D Designer appear in a node’s info window. Values considered Base parameters in Substance 3D Designer appear in the Parameter editor for only COP Network nodes instead of for each node in the network. |
Graph viewport and toolbar |
Network editor and toolbar |
2D and 3D viewports |
Scene Viewer outputs a volume and Composite Viewer outputs an image. To display materials in your scene, see Bringing COPs into LOPs for materials or Using COPs as materials. |
Library panel |
Use the Tab menu to add Copernicus nodes. |
Assets library |
Install Houdini Digital Assets that Houdini stores in a library file. |
Frame |
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Substance function graphs |
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Grayscale |
Mono |
Links |
Wires |
Built-in variables |
Hotkeys and tips ¶
Function |
Copernicus |
|---|---|
Connect nodes |
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Cut wires |
Hold Y while you drag the mouse over the wire you want to cut. You can also shake a node to disconnect all of its wires. |
Swap wires |
Select the node with the inputs you want to switch and press ⇧ Shift + R. |
Reposition wires |
Drag a wire to a different input. |
Change wire style |
Press ⇧ Shift + S in the network editor to change between straight and rounded wires. |
Reset to default values |
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Create anchors |
Hold Alt and click a wire. |
Reframe nodes in the network |
Press F in the network editor. The network zooms to frame either the selected node or, if none are selected, all nodes. |
Align nodes |
Press L in the network editor. |
Turn transparency on and off |
You can also press ⌃ Ctrl + ⇧ Shift + T in the Composite Viewer. |
Referencing parameters |
You can copy parameters within the same node or across nodes.
See the following for more information about referencing parameters and nodes: |
Promoting functions |
In the Parameter editor of the node you want to edit, click the The Edit Parameter Interface window is similar to the Parameters tab in the Edit Operator Type Properties window, so see Parameters tab for more information. |
Inspect pixels |
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Nodes ¶
The following table outlines where to find certain Substance 3D Designer node operations in Copernicus. For more information, see COP nodes.
Note
To search for nodes, press ⇥ Tab in the Network editor or Viewer.
Substance 3D Designer |
Copernicus |
|---|---|
Alpha Merge node |
Set the Mode to Add and wire an alpha into the |
Ambient Occlusion (HBAO) node |
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Auto Levels node |
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Base Material node |
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Bevel node |
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Directional Blur node |
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Distance node |
See Distance node for more information about how to configure these COPs so they act like a Distance node. |
Dot (Portal) node |
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Flood Fill nodes |
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Gradient nodes |
Ramp nodes |
Histogram nodes |
Remap nodes For example, set the Operation to Threshold to perform a similar function as Substance 3D Designer’s Histogram Scan node. |
HSL node |
HSV nodes (where value replaces lightness) |
Levels node |
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Make It Tile nodes |
See Distance node for more information about how to configure these COPs to clean up the outlines of edges. |
Min Max node |
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Output node |
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Perlin Noise node |
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RGBA Split node |
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Shape node |
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Slope Blur node |
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Splatter nodes |
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Tile Generator node |
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Tile Sampler node |
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Uniform Color node |
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Warp node |
Use cases ¶
The following are examples of how to set up certain COP nodes so that they work similarly to the relevant Substance 3D Designer nodes.
Distance node ¶
A common workflow in Substance 3D Designer is to make edges and then add those edges to a flood fill. This often results in ragged edges. As an alternative to their Distance node, you can use the Feather COP or Extrapolate Boundaries COP to clean up the edges' outline.
Feather COP ¶
The following is an example of how to clean up the outlines of edges with the Feather COP.
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Create a Tile Pattern COP in your Copernicus network.
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Add a Feather COP.
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Wire the Tile Pattern COP’s
tilesoutput into the Feather COP’ssourceinput. -
In the Feather COP, set Feather Direction to
Circle. This creates smoother results. -
(Optional) Turn on the Feather from High to Low parameter to expand the outer edges of the pattern shape into the background.
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Adjust the Distance for Unit Change parameter until you get the desired output.
You can also use the Feather COP to expand and shrink shapes.
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Create a Tile Pattern COP in your Copernicus network.
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Add a Feather COP.
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Wire the Tile Pattern COP’s
tilesoutput into the Feather COP’ssourceinput. -
In the Feather COP, adjust the Distance for Unit Change parameter until you get the desired output.
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Add a Remap COP.
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In the Remap COP, set Operation to
Thresholdand Threshold When toGreater. -
Adjust the Threshold parameter until you get the desired output.
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Wire the Feather COP’s
featheroutput into the Remap COP’ssourceinput. -
Turn on the Remap COP’s display flag and select the Feather COP.
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Turn the Feather from High to Low parameter on to expand the outer edges of the pattern shape into the background or off to shrink the outer edges of the pattern shape inwards.
Extrapolate Boundaries COP ¶
The following is an example of how to clean up the outlines of edges with the Extrapolate Boundaries COP.
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Create an Extrapolate Boundaries COP in your Copernicus network.
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Wire the design into the Extrapolate Boundaries COP’s
sourceinput. -
Wire the base shape into the Extrapolate Boundaries COP’s
fillareainput.Tip
To smooth small segments that can produce grainy artifacts, apply a Blur COP to the base shape before you wire it into the
fillarea. -
Wire the cracks into the Extrapolate Boundaries COP’s
maskinput. This makes the blending stay within the cracks. -
In the Extrapolate Boundaries COP, set Exterior to
Unchanged. -
Adjust the Threshold and Edge Padding parameters until you get the desired output. See the following image for an example.
Note
If your
fillareainput is the inverse of yoursourceinput, you can adjust the Extrapolate Boundaries COP’s Edge Padding to make each dot’s value expand outwards until it reaches the next expanding dot’s edge. For example, you can do this to create cell patterns.
Next steps ¶
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Houdini user interface for information about the UI
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Using handles for information about how to navigate in the Scene Viewer
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Introduction to Copernicus for high-level information about Copernicus
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Copernicus glossary for common Copernicus terminology
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Copernicus nodes for information about Copernicus nodes
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Working with Copernicus nodes for common Copernicus workflows